all the mask flag does is add an alpha channel. when you use it with LoadTexture(), blitz goes through each pixel and gives each 0,0,0 pixel an alpha of 0 and all others an alpha of 255. when you create your own masked texture, it doesn't really have any way of going through and performing the masking, as you're going to be drawing to the texture anyway. so you have to do it manually (though if B3D had a built-in MaskTexture(tex,r,g,b) command, that'd be great). remember - 3d cards do not have the ability to "blit" textures with a certain mask color - it's all done manually with the alpha channel.
|